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LadiesMan217's SMAS+W with SMM2 Music & Super Mario World: 30th Anniversary Edition (My First Ever Hacks!)

PatchMusicSoundtrackSuper Mario WorldMisc. HackingFull Hack ReleaseResource ReleaseScreenshots

Fanatical like a Demon
Hey guys! My first ever romhacks are here (nervous af)! Little backstory, I first started this when working with Yoshifanatic1 last year. As you guys know, I released a SMAS ost with a ton of music and sfx which included advance, smm2, and much more! I decided to incorporate those songs in romhacks so here they are!

Super Mario All-Stars + World with SMM2 Music

The SMAS+W romhack is literally the same game but with smm2 and sma4 music in it. SMB3 took the longest bc I had to hunt various addresses to change the music per level and test them out. The games feel new again and it's such an amazing feeling playing these with an ost that expands the original feel! I'm including a patch for those that want to incorporate the sma4 bowser defeated song. I didn't include the hack patched bc a slight bug is present which the patch describes. SMW is not playable bc I couldn't include the custom music I wanted to use without screwing up chocolate island 2 (not without swapping the overworld theme with the song I wanted and editing every overworld themed level). That's okay, bc I also have another romhack which should suffice these needs!

Super Mario World: 30th Anniversary Edition

This next romhack is a reimagined Super Mario World that I feel coulda been. I started roughly the end of October thinking, hmmm, what if I could take Yoshi in castles and have SMM2 music in it? Then I thought, what about sma2 changes that make the game arguably better? Then I thought, huh, what if there were more things to make the game have more replay value (gigaleak stuff). It was amazing to think SMW had turned 30 years old so I sought to make a game celebrating it's 30th anniversary! So without further ado, here's Super Mario World: 30th Anniversary Edition!

Changes:
-Uses sa1
-Luigi and Peach have different graphics.
-Lives, powerups, Yoshi color, dragon coins, coins, etc are all saved now (similar to sma2).
-You can save at any time now on the map by pressing select.
-Various levels have cosmetic changes to match their placement on the map (including beta bg's).
-Various enemies have cosmetic changes to them.
-Some changes have been made to enemies in the credits.
-There are now 5 special colored Yoshis outside the normal Green Yoshi and each have a special gimmick/power but they can't be used outside their levels until all 96 exits have been found. Trying to use them in any level beforehand will prompt the No Yoshi sign entrance (every level has a unique one and the Yoshi color on the sign changes based on the one you have). Some levels won't allow Yoshi at all regardless simply bc the level is impossible to pass while keeping the Yoshi.
-All level songs now have Yoshi bongos with some exceptions (like bosses).
-Yoshi can enter most castles now (and boss rooms).
-Yoshi can now eat much more enemies, can you find out which?
-Some level layouts have changed to introduce new "unused" areas or match their sma2 counterpart.
-All levels except switch palaces now contain Dragon Coins. Collect 5 or more in each level will change them into Peach coins like sma2.
-Beating special world no longer triggers the fall palette, instead you must now find all 96 exits. This will not only change the map palette and the 1st page enemies like in the vanilla smw, but also every level will now have a new palette and even more enemies will have different appearances (as well as make you be able to take Special Yoshis in most levels).
-A "hard mode" exists which can be activated by going to either Yoshi's House or the Top Secret Area, pausing the game, inputting the konomi code, and then unpausing the game. If done right, a message prompt will appear.
-Hard mode changes the behavior of various enemies (and bosses) as well as adding new ones not previously seen throughout certain levels. Normally the losing powerup system now functions like SMA2 (you first turn into Big Mario and then if you get hit again the box item will drop), in hard mode you automatically turn small like in vanilla smw but the item box is disabled. Midway points also won't give you a powerup.

I hope you guys enjoy these hacks! I put a lot of effort into them, especially the SMW one! I'd love to give credit to some great people, who I've grown to call friends, for testing the game, giving a ton of feedback, and or helping me with various misc related stuff!

Alcaro
 Counterfeit
 imamelia
 Kevin
Lui
Masterlink
musicalman
p4plus2
Skewer
Von Fahrenheit
yoshifanatic

If you really enjoyed the game, please thank these guys for making it possible! I wouldn't, and couldn't, have done it without them. Sadly I couldn't fit everyone into SMW's credits but that doesn't mean their contribution was any less. Check out the credits to see who I put lol.


That's all I have guys! Nervous to see how well these do in the public eye. Please lemme know any bugs you encounter, recommendations you may have, feedback, etc. All are welcomed! Here's some screenshots, the spoiler ones include the fall palette and showcases some enemy differences so feel free to spoil yourself if you want to.






Update log:

1-9-21
-Fixed p-ballon being a white square.
-Fixed Yoshi eating roulette item crash.
-Fixed certain rooms crashing (caused by custom Swooper Ceiling fix and extended nmstl patch conflict).
-Added Lakitu and Blue Jay sprites to overworld.

1-10-21
-Removed nmstl patch to fix Swooper Ceiling conflicts.
-Added SFX to switching item block.

1-13-21
-Fixed berry firepower softlock.

1-14-21
-Fixed graphical issues in sub rooms of Mondo.

1-16-21
-Fixed the correct GFX not appearing prior to the autumn colors flag.
-Fixed another Yoshi eating roulette item crash.
-Fixed some odd patching problem of the bps in which it'd screw up the intro level.
-Corrected the Donut Plains Ghost House Secret Exit door
-Added a Yoshi Coins checker on the overworld so you know which levels have 5 or more Yoshi Coins collected

1-17-21
-Fixed a small oversight in Yoshi Coin checker.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Looks neat!
I've played enough of SMW, that I'm not sure if I'll play this anytime soon, but it looks promising!
Please pardon the eye.
Ooh I've been looking for a hack that incorporated some of SMA2's features. I'll be sure to check out both hacks #tb{:D}.
I've run through world 1 and the first level in world 2 and I have to say for what this brings so far it's really interesting, I was not prepared for the castle at all with the additions it had and was surprised to see the boss work.
I do have some questions on some of the design choices like adding 2 extra little pipes to the secret exit area of Donut plains... really it was more of a "why" then anything else. The pipes don't seem to be useful in any manner and if they were put there for aesthetics I'm not sure they work too well, however I am interested to see what else the hack has to offer.

Also this is just me being a little sad but why does Yoshi no auto eat things now? I liked being able to gobble up an entire pokey but now I can't.


Small feedback: The torches are placed on a wrong layer.

Besides that, it's a lovely hack to commemorate the most loved game's 30th anniversary!


Have a frost day~
As one of the beta testers of this hack, this 30th anniversary edition of SMW is really interesting and definitely worth a look. LadiesMan217 put quite a bit of work into it. It's to the point where it feels like he put more work into this than Nintendo did for 3D All-Stars! Also, there were quite a few laughs to be had when dealing with the bugs during testing. It ranged from accidental Michael Jackson references to one of those special Yoshis being a weapon of mass destruction (it operated on the rule "if it exists, it dies").

By the way, for those wondering, "Wait, doesn't Yoshi break if you bring him into the mode 7 boss fights?", well:



It took some black magic to make happen, as it turned out there was more broken than just the collision. XD
My Hacks:
Mario's Strange Quest V1.6
Yoshi's Strange Quest V1.3 / V1.3.1 Beta 4.6
Mario & Yoshi's Strange Quests (2/10/2023 Build)

Other stuff:
My SMW/SMAS/SMAS+W disassembly
Yoshifanatic's Discord Server: A place for fans of my stuff and/or Yoshi to chat with others.
Interesting.
I never really tested technical details, so in that regard, I'm a total n00b.

I will agree this looks to be more effort than 3D All-Stars.
Please pardon the eye.
Fanatical like a Demon
Originally posted by Mariotag1
Looks neat!
I've played enough of SMW, that I'm not sure if I'll play this anytime soon, but it looks promising!

Thanks! That's completely fair, it's worth your time imo. If you do happen it play it one day, lemme know, I'd love to hear your thoughts!

Originally posted by TickTockClock
Ooh I've been looking for a hack that incorporated some of SMA2's features. I'll be sure to check out both hacks #tb{:D}.

You shan't be disappointed ^^)

Originally posted by Ninja Boy
I've run through world 1 and the first level in world 2 and I have to say for what this brings so far it's really interesting, I was not prepared for the castle at all with the additions it had and was surprised to see the boss work.

Aaah, thanks! First impressions are important and I feel I passed this with you!


Originally posted by Ninja Boy
I do have some questions on some of the design choices like adding 2 extra little pipes to the secret exit area of Donut plains... really it was more of a "why" then anything else. The pipes don't seem to be useful in any manner and if they were put there for aesthetics I'm not sure they work too well, however I am interested to see what else the hack has to offer.

This was a SMA2 change. Simply a cosmetic change (or maybe i was for the small screen of the gba?). Hhhmmm, regardless I though it was at least a breath of fresh air for to see small changes like this throughout.

Originally posted by Ninja Boy
Also this is just me being a little sad but why does Yoshi no auto eat things now? I liked being able to gobble up an entire pokey but now I can't.

Oh wow, for a sec I thought Yoshi couldn't do his tongue move and after testing it again and seeing i worked I thought it might screw up the intro demo O_o'. Oddly enough, this is a "fix" i didn't account for, now I'm wondering what I did. Hopefully there's no bug versions of these "unknown changes".

Originally posted by Blizzard Buffalo


Small feedback: The torches are placed on a wrong layer.

Shoot! Thanks for the catch!

Originally posted by Blizzard Buffalo
Besides that, it's a lovely hack to commemorate the most loved game's 30th anniversary!

Thank you! Hope it's well worth your time! I know the hard mode is def something I'd love feedback on to help polish!

Originally posted by yoshifanatic
As one of the beta testers of this hack, this 30th anniversary edition of SMW is really interesting and definitely worth a look. LadiesMan217 put quite a bit of work into it. It's to the point where it feels like he put more work into this than Nintendo did for 3D All-Stars! Also, there were quite a few laughs to be had when dealing with the bugs during testing. It ranged from accidental Michael Jackson references to one of those special Yoshis being a weapon of mass destruction (it operated on the rule "if it exists, it dies").

Aaaww, thanks pal! Dude, you should def show some of those funny gifs, particularly one involving a specific fish's meal... XD

Originally posted by yoshifanatic
By the way, for those wondering, "Wait, doesn't Yoshi break if you bring him into the mode 7 boss fights?", well:



It took some black magic to make happen, as it turned out there was more broken than just the collision. XD

I have a confession to make... the interaction breaks in sa1 T_T. Yoshi falls thru the platform if you dismount him. I wanted to tell you but didn't wanna bother you seeing as you were busy as hell AND already had been helping me prior with a lot which I couldn't thank enough for T_T. The fight's still function as long as you don't dismount him for the time being tho! Also yes, forgot to mention Yoshi can indeed enter boss rooms now and help fight!

Originally posted by Mariotag1
Interesting.
I never really tested technical details, so in that regard, I'm a total n00b.

I will agree this looks to be more effort than 3D All-Stars.

Yeah, a ton of work was put into this. I started off a level 0 asm noob and now i'm like intro understanding asmer haha. There's a ton fo asm hacks all by me (if asmers saw these they'd rip their hair out) but ofc they're nothing like the more complex ones these great people helped me with.
Major thanks to Suika Ibuki for layout!
I'm open for music requests, just DM me on discord and we can further discuss there.
SMAS Soundtrack Status: 100% finished
YI Soundtrack Status: 100%
YI Unsampled Soundtrack Status: 100%
NSMB Soundtrack Status: 7.89%
Killer Instinct Soundtrack Status: 14.63%
SPC Thread
From our family to you, keep your pants dry, your dreams wet, and remember, hugs not drugs.
Oh wow, these both look really neat! Love to see people working on SMAS stuff! I'm gonna have to check out that SMW update; it sounds like a really neat way to replay the game after so many times.
Wow, your modification is really neat and helpful! Finally I can save all of my status property.
One thing I noticed so far (and this was playing on an fx pak so I couldn't take a screenshot as easy): in Yoshi's Island 2 on Hard Mode, if the player is damaged while riding Yoshi, while trying to swallow a Venus Fire Trap, the plant won't get swallowed and will instead just move to where the tongue "dragged" the plant. Not sure what would cause this, or if this is something you could even fix.

Edit: Crashed when taking the secret exit pipe in Donut Plains 2. #smrpg{ohno} There was also seemed to be sprite issues towards the end of Donut Plains 1, but hopefully these are just issues when playing it on real hardware.

In any case, what I did try was neat! Like I said, it's a nice way to go through the original game all over again, and I did notice the changes from SMA2.
I was actually working on a SMW hack that had the similar goal of enhancing it, though yours blows mine out of the water. Nice job!

Also, the P-Balloon in Donut Secret 1 is a white square. Dunno if this affects any other P-Balloons, but just something I noticed. And the door located at Donut Ghost House's secret exit is still miscolored like in the original game.

Edit: Also, was
the Big Boo Boss moved or something. Feels weird not seeing it in it's original level.


Edit 2: The game crashed when I tried to eat a Roulette Power-Up while riding Yoshi.
But the question is, does this hack go offline after March 31st?

Seriously tho this is kind of a unique take on "SMW but better".
Want progress on 100 Rooms of Enemies: The Nightmare Edition? Go here to see.

(rip my other userbars momentarily)

I loved what you have done with both games in the music department, even thought I didn't really notice any changes to SMB2's music but to be fair I was playing SMAS very briefly.

I was kinda hoping that all the purely underground sections in SMAS SMB2 would have their music replaced with the beta underground theme and I was hoping all the inside the pot sections of SMB2 would have played SMA SMB2's bonus room theme but I suppose SMAS is already a hard nut to crack.




This looks pretty cool, I'm glad I was able to help for the Yoshi hack!

Originally posted by DeppySlide
One thing I noticed so far (and this was playing on an fx pak so I couldn't take a screenshot as easy): in Yoshi's Island 2 on Hard Mode, if the player is damaged while riding Yoshi, while trying to swallow a Venus Fire Trap, the plant won't get swallowed and will instead just move to where the tongue "dragged" the plant. Not sure what would cause this, or if this is something you could even fix.

This is a vanilla glitch.
Lemmy's Castle is literally and physically impossible to beat, as once you enter, the whole screen is filled in a red layer, making this completly unbeatable.
Oh, that looks interesting so far!
I'm not playing the things now but I have a feeling I will enjoy the new soundtrack and the QoL changes. Thanks a lot for these!
This is awesome!
Amazing backgrounds and Iggy looks even more better.

I was amazed on the Yoshi Island #4 level background! :D

Keep up the amazing work!

Subscribe to My Youtube Channel!
Where's my lasaga, Jon?
Originally posted by LadiesMan217
-Beating special world no longer triggers the fall palette, instead you must now find all 96 exits. This will not only change the map palette and the 1st page enemies like in the vanilla smw, but also every level will now have a new palette and even more enemies will have different appearances (as well as make you be able to take Special Yoshis in most levels).

Finally someone addressed the oddity of "Autumn Mode" not touching the level palettes.

PatchMusicSoundtrackSuper Mario WorldMisc. HackingFull Hack ReleaseResource ReleaseScreenshots